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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.31 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.35 by root, Tue Jan 2 11:08:36 2007 UTC

46#include <arpa/inet.h> 46#include <arpa/inet.h>
47 47
48#include <loader.h> 48#include <loader.h>
49 49
50#define MAX_QUEUE_DEPTH 500 //TODO 50#define MAX_QUEUE_DEPTH 500 //TODO
51#define MAX_QUEUE_BACKLOG 5. //TODO 51#define MAX_QUEUE_BACKLOG 3. //TODO
52 52
53void 53void
54client::reset_state () 54client::reset_state ()
55{ 55{
56 if (!pl) 56 if (!pl)
134#ifdef CS_LOGSTATS 134#ifdef CS_LOGSTATS
135 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 135 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
136 write_cs_stats (); 136 write_cs_stats ();
137#endif 137#endif
138 138
139 /* Go through the players. Let the loop set the next pl value, 139 //TODO: should not be done here, either
140 * since we may remove some 140 for (int i = 0; i < clients.size (); ++i)
141 */
142 //TODO: must be handled cleanly elsewhere
143 for (player *pl = first_player; pl; )
144 { 141 {
145 player *npl = pl->next;
146
147 //TODO: must be handled cleanly elsewhere
148 if (!pl->ns || pl->ns->destroyed ())
149 {
150 save_player (pl->ob, 0);
151
152 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
153 {
154 terminate_all_pets (pl->ob);
155 pl->ob->remove ();
156 }
157
158 leave (pl, 1);
159 final_free_player (pl);
160 }
161
162 pl = npl;
163 }
164
165 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
166 {
167 client *s = *i; 142 client *s = clients [i];
168
169 if (s->destroyed ())
170 {
171 clients.erase (i);
172 delete s;
173 }
174 else
175 ++i;
176 }
177
178 /* We need to do some of the processing below regardless */
179
180 /* Check for any input on the sockets */
181 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
182 {
183 client *s = *i;
184 player *pl = s->pl; 143 player *pl = s->pl;
185 144
186 //TODO: should not be done here, either 145 if (pl && pl->ns && !pl->ns->destroyed ())
187 if (!s->destroyed () && pl)
188 { 146 {
189 /* Update the players stats once per tick. More efficient than 147 /* Update the players stats once per tick. More efficient than
190 * sending them whenever they change, and probably just as useful 148 * sending them whenever they change, and probably just as useful
191 */ 149 */
192 esrv_update_stats (pl); 150 esrv_update_stats (pl);
202 draw_client_map (pl->ob); 160 draw_client_map (pl->ob);
203 161
204 if (s->update_look) 162 if (s->update_look)
205 esrv_draw_look (pl->ob); 163 esrv_draw_look (pl->ob);
206 } 164 }
165
166 s->refcnt_chk ();
207 } 167 }
208} 168}
209 169

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